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Deadlove

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Everything posted by Deadlove

  1. If you go to : https://soundcloud.com/plastikmusik and listen to them in order you can hear the subtle differences a bit better. Yes, I'd very much like to do it to all the sounds. But I don't want to start unless I have a good balance that the team agrees on. I have a batch process, but I'd still have to top and tail the individual files. Also, I'd prefer to work straight off the WAV files as the conversion messes a bit of the file up, even if its not too noticeable. But that's a call on whoever has the WAV files stored up and can upload them. So I'd say I'd do it one character / voice set at a time, and then that way it wouldn't be too overwhelming. After listening, I think the -21 dB is a bit more tame compared to the -15dB. Thinking in advance that once many sounds are playing in the game, the reverb shouldn't be noticed crossing from one sound to another. It will stack up with many sounds, so best to keep it lower. If you or whoever wants to get me hooked up with the WAV files to a given character, I can make a sample, post it, and if the team agrees, then I'll run them all.
  2. https://soundcloud.com/plastikmusik/admonish-friend01cmpvrb21 Same drunk guard, this time reverb is set to -21dB. Maybe this is a little more tame?
  3. drunk guard no fx: https://soundcloud.c...monish-friend01 fx: https://soundcloud.c...-friend01cmpvrb Verb is at -15.0 dB, on separate aux channel, comparing to Thief sounds, I think it's about right with the amount of verb. Also, verb is set for small room, if my memory serves me correctly that was the same setting for the Thief sounds. I doubt I'm using the same reverb processing unit as Eric B did. Do you guys think this is too much verb for the human voices?
  4. https://soundcloud.com/plastikmusik/tdm-ai-zombie01-alertdown-to-2 Here's the same sound with a bit of compression + verb.
  5. I also am looking for a sound of worms crawling around / mushy / nasty sound to layer in to give the zombie the sound of worms crawling around in its dead but animated corpse. Haven't found something suitable yet, but an idea I have to make it sound more horrific / scary.
  6. without reverb: https://soundcloud.com/plastikmusik/tdm-ai-zombie01-alertdown-to-1 with reverb: https://soundcloud.com/plastikmusik/tdm-ai-zombie01-alertdown-to I was working with some slight verb on the sound FX. If you guys think this sounds better, I will start to add mild small reverb on other sounds to give the TDM sounds a bit of verb like the original Thief sounds, which all have a bit of reverb.
  7. I always thought eating food should give the player a bit of hit points back....not just there for novelty.
  8. Hail False sense of security!! Hail Insurance companies!! And most importantly, HAIL FIGHT CLUB!!
  9. Yeh, it's about 300 lines of dialog, but such is the way...thanks!
  10. It's for my own FM, but if anyone else digs, anyone can use it. How do you say the file names don't matter? How is the program going to know what file name to access?
  11. I found a female voice that I'm trying out a female Pagan script on...from the other Pagan script. It seems a bit different than this one? Like the Pagan script seems to have more lines + the file names are different. This one is the master script that we should base future scripts off of, including file names? Looking in TDM folder the names of vocal files are different from this script too. Just looking to get the right answer so I can prep script / file names accordingly. 300 files is a boat load of files to have to rename. I also found another male voice that may be able to bring life to a Pagan character.
  12. The smoke comes from Garrett swiping loot because he's just so fast...please...I REALLY don't like this "examining the loot" thing that he does when he gets a nice score. The loot is only there (at least for me) to bang up a coin count so I can equip myself the best I can for the next mission while buying at the store. The only time I expect something from loot is if Garrett grabs a objective reaching piece of loot, and all I'd expect is a voice over. This isn't Skyrim where we examine our inventory and each object has stats.
  13. Did you notice that in the video when he fired the arrow it was aimed on the guys head from across perhaps 100 feet (I guess?) but he didn't have to give any lead for it? As in the arrow flew just as fast as a bullet. If AI is that far away, you gotta give a little lead so they end up walking into the arrow. If it was shot at his face while locked on to his face then the arrow would miss as the AI would've moved forward more by time the arrow got to the intended distance. I guess the bow is so powerful that it just shoots that fast.
  14. After the thread about how cool our community is, saw quite a few mentions about age. Anyone willing to share... I'm going to be 30 this year. The big three-zero.
  15. I'll chime in and agree with the sentiments. I think that since we're all a step beyond Thief enthusiasts, just because we pay mind and play not only Thief, but a mod designed to enhance the Thief experience with a more modern engine. That makes our dedication level rank into super taffers and not just normal taffers. I hope to contribute a FM to the community soon, but I don't want to get a head of myself, and it's hard enough to make time to build when there's so many great FM's to play!! Thank you TDM!
  16. When will come first mission release? Anticipation heavy!!
  17. The largest problem with Thief (among other titles) is that the developers are catering to a large audience to try and allow the game adapt to how the player plays, rather than forcing the player to adapt to how the game is played.
  18. Question: Why are we referring to NuThief as Thiaf? Did I miss something? I read on the reliable and trustworthy internet that in Frisian(Old Netherlands/Germany) it means "thief" as well as England's(Old Anglo-Saxon) thief is spelled "thiof". I doubt that's where the connection is though...
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